]> git.rm.cloudns.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Move crouch checking into prediction code (fixes crouching prediction)
authorMario <mario@smbclan.net>
Thu, 1 Mar 2018 13:34:41 +0000 (23:34 +1000)
committerMario <mario@smbclan.net>
Thu, 1 Mar 2018 13:34:41 +0000 (23:34 +1000)
qcsrc/common/physics/player.qc
qcsrc/common/physics/player.qh
qcsrc/ecs/systems/sv_physics.qc
qcsrc/server/client.qc

index 7d3cab007b508fa6dafceb84a14585d0fd68f327..14981df2e24364dbea70652159a981fc0ae483ca 100644 (file)
@@ -98,42 +98,51 @@ float GeomLerp(float a, float _lerp, float b)
 
 void PM_ClientMovement_UpdateStatus(entity this)
 {
-#ifdef CSQC
        if(!IS_PLAYER(this))
                return;
 
-       // set crouched
-       bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+       bool have_hook = false;
        for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
        {
-               entity wep = viewmodels[slot];
-               if(wep.hook && !wasfreed(wep.hook))
+       #if defined(CSQC)
+               entity wepent = viewmodels[slot];
+       #elif defined(SVQC)
+               .entity weaponentity = weaponentities[slot];
+               entity wepent = this.(weaponentity);
+       #endif
+               if(wepent.hook && !wasfreed(wepent.hook))
                {
-                       do_crouch = false;
-                       break; // don't bother checking the others
+                       have_hook = true;
+                       break;
                }
        }
-       if(this.waterlevel >= WATERLEVEL_SWIMMING)
+       bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
+       if (have_hook) {
+               do_crouch = false;
+       } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
                do_crouch = false;
-       if(hud != HUD_NORMAL)
+       } else if (PHYS_INVEHICLE(this)) {
                do_crouch = false;
-       if(STAT(FROZEN, this))
+       } else if (STAT(FROZEN, this)) {
                do_crouch = false;
+    }
 
-       if (do_crouch)
-       {
-               // wants to crouch, this always works
-               if (!IS_DUCKED(this)) SET_DUCKED(this);
-       }
-       else
-       {
-               // wants to stand, if currently crouching we need to check for a low ceiling first
-               if (IS_DUCKED(this))
-               {
-                       tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, MOVE_NORMAL, this);
-                       if (!trace_startsolid) UNSET_DUCKED(this);
+       if (do_crouch) {
+               if (!IS_DUCKED(this)) {
+                       SET_DUCKED(this);
+                       this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
+                       setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
+                       // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
                }
+       } else if (IS_DUCKED(this)) {
+        tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
+        if (!trace_startsolid) {
+            UNSET_DUCKED(this);
+            this.view_ofs = STAT(PL_VIEW_OFS, this);
+            setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
+        }
        }
+#ifdef CSQC
 
        if (IS_ONGROUND(this) || this.velocity.z <= 0 || PHYS_WATERJUMP_TIME(this) <= 0)
                PHYS_WATERJUMP_TIME(this) = 0;
index 4b2ffc55f90595c9eb3efc3cbb65db7a5858da48..c351c2466c7c307b8a8c3cc95497cea8b98b522a 100644 (file)
@@ -240,6 +240,8 @@ STATIC_INIT(PHYS_INPUT_BUTTON_DODGE)
        #define SET_DUCKED(s)                       ((s).flags |= FL_DUCKED)
        #define UNSET_DUCKED(s)                     ((s).flags &= ~FL_DUCKED)
 
+       #define PHYS_INVEHICLE(s)                                       (boolean(hud != HUD_NORMAL))
+
        #define PHYS_JUMPSPEEDCAP_MIN               autocvar_cl_jumpspeedcap_min
        #define PHYS_JUMPSPEEDCAP_MAX               autocvar_cl_jumpspeedcap_max
 
@@ -292,6 +294,8 @@ STATIC_INIT(PHYS_INPUT_BUTTON_DODGE)
        #define SET_DUCKED(s)                       ((s).crouch = true)
        #define UNSET_DUCKED(s)                     ((s).crouch = false)
 
+       #define PHYS_INVEHICLE(s)                                       (boolean((s).vehicle != NULL))
+
        #define PHYS_JUMPSPEEDCAP_MIN               autocvar_sv_jumpspeedcap_min
        #define PHYS_JUMPSPEEDCAP_MAX               autocvar_sv_jumpspeedcap_max
 
index 5ae47c394da75d90665680af45cb8fccbfa9f71a..c3594c0136cfff9cfca75c0573cbfd1349ed2d8e 100644 (file)
@@ -4,6 +4,7 @@ void sys_phys_fix(entity this, float dt)
 {
        WarpZone_PlayerPhysics_FixVAngle(this);
        Physics_UpdateStats(this);
+       PM_ClientMovement_UpdateStatus(this);
 }
 
 bool sys_phys_override(entity this, float dt)
index 01f2b74e0b05c756706089065311b90c92d8af64..f87a5b7657b405170afc8cdc06b3150bdaecba7c 100644 (file)
@@ -2239,43 +2239,6 @@ bool PlayerThink(entity this)
                return false;
        }
 
-       bool have_hook = false;
-       for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
-       {
-               .entity weaponentity = weaponentities[slot];
-               if(this.(weaponentity).hook.state)
-               {
-                       have_hook = true;
-                       break;
-               }
-       }
-       bool do_crouch = PHYS_INPUT_BUTTON_CROUCH(this);
-       if (have_hook) {
-               do_crouch = false;
-       } else if (this.waterlevel >= WATERLEVEL_SWIMMING) {
-               do_crouch = false;
-       } else if (this.vehicle) {
-               do_crouch = false;
-       } else if (STAT(FROZEN, this)) {
-               do_crouch = false;
-    }
-
-       if (do_crouch) {
-               if (!this.crouch) {
-                       this.crouch = true;
-                       this.view_ofs = STAT(PL_CROUCH_VIEW_OFS, this);
-                       setsize(this, STAT(PL_CROUCH_MIN, this), STAT(PL_CROUCH_MAX, this));
-                       // setanim(this, this.anim_duck, false, true, true); // this anim is BROKEN anyway
-               }
-       } else if (this.crouch) {
-        tracebox(this.origin, STAT(PL_MIN, this), STAT(PL_MAX, this), this.origin, false, this);
-        if (!trace_startsolid) {
-            this.crouch = false;
-            this.view_ofs = STAT(PL_VIEW_OFS, this);
-            setsize(this, STAT(PL_MIN, this), STAT(PL_MAX, this));
-        }
-       }
-
        FixPlayermodel(this);
 
        // LordHavoc: allow firing on move frames (sub-ticrate), this gives better timing on slow servers